This paper presents a novel way of using real-time heart rate information to control a physically interactive biathlon (skiing and shooting) computer game. Instead of interfacing ...
In first person shooter (FPS) games the round trip time (RTT) (delay, or ‘lag’) between a client and server is an important criterion for players when deciding which server to ...
Grenville J. Armitage, Carl Javier, Sebastian Zand...
In third generation (3G) wireless data networks, repeated requests for popular data items can exacerbate the already scarce wireless spectrum. In this paper we propose an architec...
Michel X. Goemans, Erran L. Li, Vahab S. Mirrokni,...
Abstract— Multiplayer games become increasingly popular, mostly because they involve interaction among humans. Typically, multiplayer games are organized based on a Client-Server...
Communication between players in networked computer games is often inadequately implemented. The games do not exploit the full potential of using different forms of communication ...